Increase the speed of projectiles from wall traps and DON'T PROCESS ANIMATIONS FOR INVISIBLE EVENTS.

Discussion in 'Suggestions' started by Bohandas, Jul 19, 2013.

  1. Bohandas

    Bohandas Member

    Wall traps have the problem that, due to how they are set up, the launchers may be two or three rooms away from the trigger, and as a result whenever a creature sets off the trigger the game stops for up to half a minute to wait for the projectile to get there. This is not fun. It is also unnecessary. I have two suggestions for what should be done about this:

    1.) The obvious solution: Speed up the projectile.

    2.) More importantly: Time should not be wasted on animations that cannot be seen. When a projectile trap triggers far away, the projectile should either immediately appear at the edge of the player character's's visual field, (unless the player character's vision range extends past the top of the screen, in which case the projectile should immediately appear at the top of the screen) if its path is unblocked prior to that point, or should immediately collide with the obstruction if its path is blocked outside of the player character's visual range.

    Furthermore this second point should be extended to all aspects of the game. All actions outside of the player character's vision should occur as close to instantaneously as sound effects and microprocessor power will allow.
     
    Kazeto likes this.
  2. Ranakastrasz

    Ranakastrasz Member

    I have to agree with this.
    And also, extend it to sync all attacks/abilities, or accelerate them in large numbers.. Summoning is rather frustrating because of how much it slows the game down.
     
    Monkooky, Kazeto and Bohandas like this.